When playing optional Vichy rules in Global 1940 games, I found that although the general idea was quite exciting, the implementation could be improved in terms of historical realism and playability. I reviewed several Vichy rule sets online, and developed an improved version which I tested using regular (out of box) and modified rule systems (e.g., Bloodbath) with some satisfying results. I also give the historical justification for each rule (see numbered footnotes below). Feedback or questions are appreciated, here or via email: firstname.lastname@example.org
Activation: upon occupying France and Normandy-Bourdeaux territories, Germany player can declare the Franco-German Armistice with Southern France (if no other Allied units are present in this territory). The French Republic therefore becomes Vichy France (officially known as the French State based in the “Free Zone” of mainland France). This change happens during Germany’s income collection phase. Vichy is friendly to the Axis but under some neutral conditions. Yet, a few French territories will join the Allies instead. (1)
Territorial Setup: French units and markers are substituted as follows: Southern France, SZ93, Morocco, Algeria, Tunisia, Syria, and French Indochina become Vichy, including all French units located in these territories. All other French territories and units remain Free France (Allied units in any French territory also keep the territory Free). This arrangement ideally requires different color schemes (you can buy or paint), for example: light blue units and markers for Vichy France, and regular dark blue units and roundels for Free France. (2)
Movement: Vichy units cannot move. Axis units can move into Vichy territories but do not occupy them (the only exception is French Indochina which can be taken over by Japan). These rules are abolished if Vichy France collapses (more later). Free French units can move normally (but are enemies of Vichy, resulting in combat).
Combat: Vichy units can never attack, only defend. Vichy infantries in colonies are weak and defend like militias (roll for 1), but Vichy infantries in Southern France defend at the regular rate (roll for 2 or less). All other Vichy units defend at regular rates. Axis units in Vichy territories also roll at regular rates, such as in multi-national defenses. (3)
Income: Vichy collects no IPCs. Neither does Free France (until Paris is liberated). Germany loots all IPCs when it first occupies Paris. Germany also gets 3 IPC bonus per turn (4).
National Objectives: Southern France counts for Italy’s “Roman Empire”, but Vichy African territories do not count for Italy’s “North Africa” objective (regardless of the presence of Axis units). Japan’s occupation of French Indochina negates “Trade with America” objective. (5)
End of Vichy France: There are two ways by which the French State collapses:
Occupation: Germany occupies Southern France during its combat move phase, and declares it to be German occupied. No combat happens between Germany and Vichy units. Vichy units in Southern France and SZ93 are removed from the game. Other Vichy territories and units become either Free French (if no Axis units are present) or Axis (if Axis units were already present). As normal, Germany can build units in Southern France’s operational factory next round.
Liberation: Allies occupy Southern France. Any remaining Vichy territories and units become Free French. Any Vichy territories hosting Axis units become Axis occupied (markers and IPC table are changed accordingly). France starts collecting IPCs in its turn.
General Discussion: Vichy rules alter the game in the Mediterranean significantly. Germany seems to benefit the most: it earns 3 IPCs per turn without occupying Southern France (4), it creates a defense buffer, and it can move units into any Vichy territory (consider, for example, the benefits of using Syria…). In contrast, Italy seems to lose the most: it cannot capture any Vichy territories (5), thus missing out on easy IPC targets and on the “North Africa” national objective (Southern France still counts for the “Roman Empire” objective). Allies also get it a bit harder by having Vichy as an obstacle, while German units are freed to be used elsewhere.
(1) Hitler wanted to neutralize France in the fight against Britain, particularly concerned with its fleet and bases in North Africa. In its turn, France was happy to not be destroyed by Germany, while maintaining its rich colonies in North Africa.
(2) French officials were quite ambivalent about cooperating with Vichy and Germany. Most colonial authorities had weak ties with Vichy and flip flopped according to the circumstances.
(3) Axis and Vichy troops agreed to coordinate military operations but rarely fought together. Vichy France refused to forge a military alliance with Germany, which was satisfied to keep France neutral for as long as possible.
(4) Germany exploited Vichy economically, imposing a logistical and financial support for over 300,000 German troops stationed in Northern France, in addition to forced labor imposed on French soldiers captured before the armistice. Likewise, Germany didn’t have to burden itself with the administration of the Free Zone.
(5) Hitler forbade Mussolini from occupying any French colonies in North Africa. But French Indochina stood precariously for Japan, interested in blocking supplies to Nationalist China, and launching attacks into Dutch-owned oilfields.
I have found the use of submarines in Global pretty underwhelming. While the Axis don’t need any help in the OOB game, I did want something that would provide the desired flavor, within the scope of A&A (and understandably balanced by some benefit to the Allies).
German Submarines (U-boats)
German submarines, commonly known as u-boats, benefited over their opponents with advanced tactics. Except the characteristics above and where mentioned below, they are treated as submarines for all other purposes, including Surprise Strike, Submersible, On Station, Treat Hostile Sea Zones as Friendly, Doesn’t Block Enemy Movement, Can’t Hit Air Units, and Can’t Be Hit by Air Units.
Limited Nationality: Only Germany can purchase German submarines.
Wolf Pack: German submarines can be combined with other German submarines. A matched pair of two German submarines increases the attack value of both submarines from 2 to 3.
Condor Spotting: Strategic bombers can be combined with German submarines. A matched pair of a strategic bomber and a German submarine increases the submarine’s attack value from 2 to 3.
I figure there aren’t too many things classified as Islands that would have air bases so far away as to make them invulnerable to shore bombardment. The air fields on Guadalcanal and Wake island certainly got hit and both Hickam and Pearl could be hit from the sea. By definition, this ability assumes no defenders. Even a single scrambling fighter or defending destroyer nullifies the ability.
Okay, it sounds reasonable then. As Escorts primary purpose (from a game play perspective) is to take interceptor hits instead of bombers (the ability to shoot down interceptors seems incidental in comparison), I’m inclined to pair it with a rule that escorts can each protect one bomber, but any unprotected bombers take interceptor hits first. This way at least you have a reason for intercepting escorted bombers.
I like that sucker move… players assume that moving a unit is more favorable or useful than simply leaving it be. Take German territory to add the income to the National Bank of Paris…German-owned!
One thing I preach about game-strategy is to talk to your opponent and learn what their predilections and views are. I had one opponent who told me at dinner that he “never strat bombs, because it isn’t worth it”.
He’s partly correct–in many cases the risk-reward isn’t there. However, knowing that he disfavored Stratbombing, I didn’t need to take measures to protect against it and could use that information to conceptually limit the potential uses of his bombers when setting up my Noncoms.
It depends a lot if taking holland is a bad move. Normally it is but if UK wants to build fleet R1 and you take holland then suddenly germany can only attack it with with bombers.
So sacreficing 1 french inf unit to save some UK fleet might be worth it.
It all depends on what happened before in the round, how the board looks after J1 what is the best choice.
Im not blitzing through a territory with infrastructure, but I am entering a territory with infrastructure as part of my non contact move. Lots of gamers agree variations on their understanding of particular rules?
Right. I understood you were not blitzing. I was using that as an example of logic. Please let me explain.
In your explanation of your House Rule you said “…a non combat movement can take the form of an advance into empty enemy territory…”. Your question then is a territory containing infrastructure empty or not? Therefore:
An armor unit may blitz through empty enemy territories
An armor unit may not blitz through a territory containing infrastructure
Thus a territory containing infrastructure is not empty
Of course it is your House Rule so you can do anything you want but if you want to follow the logic of the game I would say you cannot advance into an enemy territory containing infrastructure during the Non-combat Phase.
OK. Here it is. No link. I have 4 territories of Mongolia. 2 are worth 1 Icp each. On Map. Russia can go into any Mongolian territory and activate the money and 6 Mongolian inf I have in game. But Mongolians have to stay in there territories. Russian pieces still can move in and out. Russia cannot go into China unless at war with Japan.
You can move 2 pieces from each territory on railroad 3 spaces.
If Russia attacks Japan first they lose the 2 icps and 6 guys from Mongolia. They just stay neutral rest of game.
If Japan attacks Russia first the Mongolians automatically become Russian territories and Inf. Japan also pays a penalty of 10 Icps. Might be 15 next game.
What this does is like history the Soviets shock troops and such went by rail to Moscow after Germany attacks Russia first time and the Mongolians defended the the area or on guard or whatever based on treaty and inside info said Japan going other way in war at the time to pacific and China.
Our game starts Dec 1941 so Russia already sending troops on rails based on at war with Germany.
If you have still those 18 Russian Inf by Mongolia now and with some Mongolian Inf there you could at least send back some Russian Inf on rail to Moscow while they activate the Mongolians and give you defense support.
We play no allies aloud in Russia for whole game. You can get setup right and LL from allies and give some good things to Russia like guard units, Tankgrad, KV’s and a few other things but to much to write and besides you got your ways for game.
Don’t know what you have but you’ll figure out something.
An option for allowing non-combat moves to get planes where you need them, without giving them too much tactical radius, would be to change both how combat and non-combat moves work for planes. Fighters (and Tac. Bombers) will be referred to as “Ftr/Tac”, (Strat.) Bombers will be called “Bomb”.
Combat movement: Ftr/Tac gets 2, Bomb gets 3. When returning from combat, you either return them from whence they came or you can send them to a new location, with restrictions. Said restrictions: Movement to new location must be within the combat movement range of the plane. Also, there must be at least one other allied air unit that was staging from that territory at the beginning of your turn. Further, must announce this movement before the beginning of the Combat round. (Optionally, must also have a airfield in that territory). (New location after combat is to allow for “shuttle bombing”, which was a tactic used by the USAAF in Europe during the War.)
Non-Combat movement: Planes (any of them) can move in non-combat from one allied airfield to another allied airfield, no matter the range. The plane must start turn at airfield in order to use this movement. Otherwise, non-combat movement is Ftr/Tac 3, Bomb 5.
A different take, perhaps useful. My 2 IPCs all the same.
@Marshmallow-of-War ANZAC DOW is not always dumb. Sometimes it allows a key ship block or prevents transports in disputed zones from picking up soldiers. I have seen it happen a handful of times.
Completely true! The ANZAC declaration following a UK Pacific ship move is a classic! I can’t imagine anyone taking issue with that.
However, you’re ignoring the second half of that…
It’s taking the Carolines after initiating a war that leaves the US out of the fight that is the issue, leaving the transports vulnerable and stripping defenses from ANZAC itself. I can’t imagine a scenario where that would be wise.
If you are new to the game, whoever is better will win with either side. Usually one person has a very defensive personality, focusing more on not losing than pushing towards a goal. That will inevitably lead to defeat as the other person finds weaknesses and builds an income advantage.
It takes a large number of matches to have the natural Axis advantage manifest itself in face-to-face games. Don’t worry about the imbalance until you are able to predict what happens during the first six rounds of gameplay based just on the first round of dice rolls and spending. Fun game for both beginners and masters.
I have a house rule every country get a free tech first round
so the game is different every time.
but if germany gets rocket is uk then done as my strategy then don’t attack russia J1 rocket Londen airbase if it’s disabled what is a 50/50 chance you can come in with all the bombers you want if you want of course to bomb and you can do easily 25+ damage in IPC first the IC you can with only 2 strategic bomber max 16 damage and average 10 damage that is enough for to set it disabled to produce
and with my testing go with 2 tactical bomber for the naval base and 2 strategic and 1 tactical bomber for the IC and economic they are broke then can’t place units and you can still attack with ships
let me know you thought about this
Mind you, you could pair your reduction of IPC values with a reduction in the number of units on the board at the start of the game. How much you would have to remove is something you would have to play out several times in order to get the balance right. I suspect this would start moving away from “easy fix” and moving towards “might as well be a different game”.
In my opinion, the ultimate expression of anti-aircraft cruiser was built too late for the war: the US Navy’s Worcester class cruisers. Six twin-gun 6" turrets, with semi-automatic loading. They were capable of launching 144 rounds a minute at maximum rate of fire (12 rounds / minute per barrel, 12 barrels). Or, put another way, each of those 144 shells weighed 105 to 130 lbs, for a mass of about 7 1/2 tons of steel and explosives launched in the air. Every minute. I mean, when you’re done messing with Kamikazes…
Is it possible for this game to be set it up so that every country could fight on it’s on; with one country destroying everyone else as the only victory condition? Say, combine Italy and France (with Spain and Portugal?) and let them go first? Britain goes 2nd? And perhaps add about 1 guy to every Chinese territory? What would the outcome of THAT game look like?
Just some thoughts on how I might implement a TSRR rule in our Global game. I feel this may help out in the bidding process. If Russia can get it’s troops back to Moscow, the Allies may not need such a high bid.
A -The Trans-Siberian Railroad was made to bring mass troops from all over Russia. Therefore, ALL troops gathered along the Trans-Siberian Railroad countries may move freely from one end to the end on Russia’s NON-COMBAT move. This move may only go ONE WAY OR THE OTHER! There was only one rail and it took 8 days from end to the other. This railway may ONLY be used by Russian troops. The route exists along Russia to Samara, Samara to Novosibirsk, Novosibirsk to Tunguska, Tunguska to Yenisey, Yenisey to Yakut SSR, SSR to Buryatia, Buryatia to Amur.
B - Exceptions: If Axis controls any country of The Trans-Siberian Railroad, it is then sabotaged and no longer functions until Allies liberates. It then can be used on its FOLLOWING non-combat move.
C - The Trans Siberian Railroad may bombed by Tac/Strat Bombers the same as Naval and Air Bases. (See Rule Book)
This is a rule for our G40 mode that we are testing, in order to make France a little more relevant in the game, but we think any one can use it .
1- Once Paris is taken by the axis, the treasure of France passes to the enemy, as in OOB rules.
2- Automatically, the de facto capital of France is London, France will be able to add new IPC at the end of its turn, as any nation does.
Note: There is no Vichy vs Free France dynamic. France is a single entity, and it maintains the mechanics of the game simple, and without requiring the purchase or painting of new pieces.
3- France can buy and place infantry in any original territory on the map.
4- France can buy equipment in London, and place it right there, land, sea, air; but, cannot place new infantry in London. France can buy technology dice, ports and airports, for its original territories
5-France cannot produce units in industrial complexes that captures from the enemy, in this case the complexes will take full damage. France cannot buy industrial complexes.
Note: in the territory of France, the same applies, unless France or the allies take parís.
6- If parís is free, it merges into the capital of France again, France will return to the rules of OOB.
7- If Paris is retaken, a second time, the money passes to the conqueror (subsequent reconquests will have the same dynamics). And the capital of France will pass London again, unless it is taken by the enemy.
8-If London is taken by the enemy, and is the de facto capital of France, the IPCs of the two are delivered to the conqueror.
Balance: we have found that in some occasions Italy will have more pressure in North Africa. To counter this, we believe that this rule for Italy should be used to.
Italy Lean-lease: During WW2, Germany sold or licensed equipment to its allies, especially Italy.
1- During its non-combat face, Germany can send to the north of Italy any air unit or ground machines (except infantry) for sale. A maximum of 2 per round.
2- Italy in its face of purchases can buy at half price, the German units on loan. The money is delivered to Germany.
Units are immediately replaced by Italian equivalents for immediate use.
Restrictions: Infantry and ships cannot be sold. Berlin must be in the hands of the axis, northern Italy must be in control of Italy.
Note: If Rome falls, this rule still works, if italy had warbonus tec. In this case, dice need to by the number to pay.
@J-o-C Thanks! You could use pieces from other board games like risk, I’ve used those before. If not, you could designate certain pieces by a colored chip. For example you could use American pieces with a red chip for the Spanish pieces.